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68 lines
1.8 KiB
V Shell
Executable File
68 lines
1.8 KiB
V Shell
Executable File
//hlsl vs_2_0
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#include "vertex_program/include/vertex_shader_constants.inc"
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#include "vertex_program/include/functions.inc"
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#define normal_y userConstant0.x
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#define stime userConstant0.y
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#define ooShaderSize userConstant0.z
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#define waveMag userConstant0.w
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#define tcOrigin userConstant1.xyz
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#define meshOffset userConstant2
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#define meshClipMin_w userConstant3.xyzw
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#define meshClipMax_w userConstant4.xyzw
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#define flow float3(0.01, 0.01, 0.01)
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//#define flow userConstant5.xyz
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static const float tcScale = 0.25;
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struct InputVertex
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{
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float4 position : POSITION0 : register(v0);
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};
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struct OutputVertex
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{
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float4 position : POSITION0;
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float4 diffuse : COLOR0;
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float fog : FOG;
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float3 noiseTc : TEXCOORD0;
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};
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OutputVertex main (InputVertex inputVertex)
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{
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OutputVertex outputVertex;
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//-- setup some starting values
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float4 position = inputVertex.position + meshOffset;
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position = max(position, meshClipMin_w);
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position = min(position, meshClipMax_w);
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position = mul(objectWorldMatrix, position);
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float3 camVec = cameraPosition_w - position;
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float camDistSqr = dot(camVec.xyz, camVec.xyz);
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float heatAtten = 1.0f - saturate((camDistSqr - 5000.0f) / 2000.0f);
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//-- calculate wave functions
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//-- form a 'bowl' around the camera to prevent the camera from going under the heat effect
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float waveAtten = saturate(camDistSqr / 30.0f);
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position.y += 2.0f * waveAtten;
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//-- transform vertex
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outputVertex.position = transform3d(position);
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//-- calculate fog
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outputVertex.fog = 1.0f;
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outputVertex.diffuse = 0.0f;
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outputVertex.diffuse.r = heatAtten;
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outputVertex.noiseTc = position.xzy * tcScale;
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outputVertex.noiseTc.z = frac(stime * 0.5f);
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return outputVertex;
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}
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